MechWarrior Online already has 17 unique BattleMech chassis available, with many more on the way. Each BattleMech has 3 or more unique variants available, leading to 70+ unique BattleMechs to choose from. Picking the right mech to spend your hard earned C-Bills on can be a daunting task for newbie and veteran alike. While all the mechs can be fun, they each have their own strong and weak points, and some definitely rise above the rest in performance.
This compressive guide is meant to a subjective review each mech variant, how it stacks up to its peers, and what roles is excels at. While I do not own all 60+ mech variants, I do own, and have extensively played, one or more variant of each chassis. When rating the mechs, I considered how their hard points, hit boxes, performance, and unique characterizes define them compared to not only other variants, but other mechs that fit the same role. This guide covers mech capabilities in normal solo and small group play, so even mechs with high marks may not be great in the highest end 8v8 play.

Ranking System:

1 Star (*): These mechs have some deficiency that makes them clearly inferior to similar options.
2 Star (**): These mechs have no major flaws, but no stand out features either.
3 Star (***): These mechs have good hard points and are well rounded, and can perform great when loaded out properly.
ComStar (): These mechs are top tier. They do things other mechs can’t, and can be absolutely deadly with the right load out.

Important Note: These reviews are of the potential greatness of a mech, not of the mech’s stock load out. Even if you buy a “ComStar” rated mech, if your mech build is terrible, your results will be terrible as well. And even a 1 star mech is going to kick your butt if the pilot is of significantly higher skill. And I have tried to make the reviews from the perspective of balanced weapon systems. If one particular system is unbalanced or broken, it may affect the viability of specific mechs at that moment.

Important Note #2: This guide is done by an average player, for average players. If you want the perspective of high end competitive players, have a look at http://mwomercs.com/...mech-tier-list/. This guide is for the other 98% who will not be doing high end tournaments where minor differences become noticeable.

Final Note: This is a 15,000+ word guide. If you find errors, please be gentle, let me know, and I will correct them.

Part 2: Mech Roles

Each BattleMech is suited for one or more “roles” in battle. It is important to understand what your play style is before you buy a mech, and to know which mechs do well in that role. The following list of definitions is not official, it is just my take on what many players define as “roles”. Many mechs can excel at more than one role at once, or can use different load outs to shift them to different roles.

Brawler: Brawlers are front line, close range combatants. They use high armor, or a mix of armor and maneuverability, to be able to take a lot of hits and dish out damage at closed range. Mechs that work well as brawlers have high close range damage, high armor or survivability, and work well with standard engines. Examples; HBK-4SP, CN9-A, AS7-D-DC.

Direct Fire Support: Direct Fire Support players sit behind the front line and use load outs that sacrifice speed and durability for raw firepower. They count on the brawlers to keep the enemy busy while they unload high damage alpha strikes from medium or long range. Mechs with the tonnage and hard points to support large long range alpha strikes work well in this role. Examples; JM7-S, ILYA MUROMETS, STK-3F.

Indirect Fire Support: This role is currently exclusive to LRM equipped mechs, which are able to rain down damage from long range, even if they can’t directly see the enemy target. Good IFS mechs need the missile hard points, and missile tubes required to push out 30 or more LRMs at a time, and enough speed to position themselves properly on the battlefield. Examples; TBT-5N, CPLT-C4, STK-3H.

Skirmisher (A.K.A. Striker): These are the mechs that come in fast, lay down some damage, and then run off before the enemy can react. They make good scout hunters, flankers, and point cappers. To skirmish, a mech needs good speed and weapons that are accurately fired while moving fast. Examples; JR7-D, CDA-2A, FLAME.

Scout: Scouts move across the field of battle at blazing speeds. They find out where the enemy is, cap points, and cause distractions. Scout mechs need to have major speed, and the ability to use jump jets or ECM is a huge boon as well. Examples; COM-2D, SDR-5D, RVN-3L.

Mechs in the light weight class are geared almost exclusively to scouting and skirmishing, since they don’t have the weapon capacity or armor needed for other roles. Low armor and high speeds are the hallmark of the light mech, with common speeds in the 120 to 140 KPH range. Though they are the least expensive mechs to buy, good builds rely on XL engines and lots of upgrades, so kitting them out is quite costly. These mechs excel at hit and run tactics and can run circles around the slower heavy and assault mechs, but their durability is so low that it is not unheard of for a single assault alpha strike to kill a light. As such, light mechs can be challenging for new players to drive, but a huge asset to their team in the hands of a skilled pilot. It should be noted that light on light fighting is currently dominated by ECM capable lights with streak missiles, and non-ECM lights are considered by many to be disadvantaged by this.

At a svelte 25 tons, and only slightly larger than an Atlas’s leg, the Commando is the small fish of the MechWarrior pond. Their very limited tonnage means the COM has little armor, and more than any other mech, it relies on its speed to survive. Commandos use energy and missile weapons, and have a fairly large number of weapon hard points for a light mech. Yet, since they have less armor but relatively equal speed when compared to the other light mechs, Commandos are generally at a disadvantage in light on light fighting. They are also the only light mech with no jump jet capable variants. Because of these deficiencies and the limitations the low tonnage cap entails, the COM is considered by many a second rate light mech. But though its detractors have valid points, it’s still a swift and nimble mech with a respectable sting, and a lot of fun to drive.

With arm mounded energy hard points and a single 2-tube missile launcher on its center torso, the COM-1B is a little under gunned compared to other variants. It’s hard to squeeze enough fire power out of the 3 energy points unless you use medium pulse lasers, and then heat management becomes a problem. Unless you hate missiles and don’t want to buy a Death’s Kneel, there is not much point to the 1B.

The 1D has the right hard points, but in the wrong places. The two 6 tube missile hard points are crammed into the center torso, and both energy points are on the right arm. This means that the COM-3A, which spreads out the same hard points, can do everything this variant can do, and more. If you have an overwhelming compulsion to shoot 4 streak missiles out of your mech’s belly button the 1D is for you, otherwise avoid it.

With ECM capability, and 3 missile hard points, the 2D is the easily the most (perhaps only) feared Commando variant. The ability to field 3 SSRM2 launchers while blocking enemy lock-on makes this variant an excellent light mech hunter. The only thing that prevents the 2D from being crowned king of the light mechs is the ECM equipped, 10 ton heavier yet just as fast, Raven 3L. Ammo is another concern; with ECM equipped tonnage becomes very tight, even with FF armor and Endo Steel internals. Regardless, the 2D may not be king of the light mechs, but it is at least a crowned prince.

The 3A has the right hard points, and unlike to 1D, they are in the right places. With one energy hard point on each arm, and two 6 tube missile launchers split between arm and center torso, this variant can field a nice range of serviceable builds. But it is still a 2E 2M Commando with no other advantages and it ends up being a very ho-hum light mech overall.

This Hero variant of the Commando may have a menacing name, but I doubt many players are intimidated by the Death’s Knell in a match. All its firepower comes from the two energy hard points on each arm, and the lack of missiles can be a real limiter. Still, there are perfectly serviceable 4xMedium Laser and 4xMedium Pulse Laser builds possible, and players who enjoy the simplicity of running a single weapon type may appreciate this mech. In the hands of a skilled light pilot, the Death’s Knell’s arms can become laser powered scalpels; but more typically the mech simply becomes prey for a SSRM2 toting enemy light mech.

The Spider is a mech that is loved by few, hated by most, and feared by none. It is a two trick pony with one of those tricks tied behind its back by the current net code. You see, the point of the spider is to be a lightly armed, high jumping, super fast scout. It meets the first two criteria, but because of artificial speed limits currently in the game, instead of the top speeds of 180-190kph it should have, it has the same top speed as most of the light mechs. It does sport the most jump jets in the game, but flying through the air with the greatest of ease is not as useful as, you know, actually damaging enemies. With fewer weapon hard points that any other mech and no missile capable variant, the Spiders are all massively under gunned. While you can occasionally find someone raving about an amazing match they had in their PPC SDR-5D, such results are not typical, and many players (including myself) consider the Spider to be the all-around worst mech in the game right now.

This variant is the best of the worst. With 3 energy hard points, ECM, and some serious hops courtesy of 8 jump jets, the 5D is almost a good mech. But while it is certainly the most capable Spider variant in a fight, it will still find itself out gunned by almost any other mech, including commandos. Still, since this mech has 2 arm mounted energy hard points and serious hang time, it does have the ability to run jump sniping builds of at least moderate effectiveness. High speeds, jump jets, and ECM combined also make this one of the most difficult mechs to kill, and many 5D pilots use it to simply distract and annoy the enemy team. If you want to buy one Spider just to try it out, this is the one to get.

SDR-5K
Rating: *
Role: Scout
Top Speed: 151.5 KPH
Hard Points: 1E 4B

The 5K is the variant that says “Who needs jump jets when you have machine guns!” I guess they did not want this mech to fly out of machine gun range, because in exchange for 4 ballistic hard points, they dropped it to 6 jump jets. But if you would like to use a weapon that actually does damage, it does at least have 1 energy hard point on the center torso. With the lowest potential firepower of any mech, and nothing to make up for it, the SDR-5K earns my pick as not only the worst Spider variant, but the worst mech in the entire game.

SDR-5V
Rating: *
Role: Scout
Top Speed: 151.5 KPH
Hard Points: 2E

Just when you thought the Spider couldn’t get any weaker, I present to you the 5V. This variant takes the Spider design philosophy to the extreme. With an incredibly meager 2 energy hard points, both on the center torso no less, getting a kill in the 5V can be as rare as a competent Atlas pilot. But unlike the 5K which takes away your firepower with nothing in return, the 5V gives you a record setting 12 jump jets. Still, all that air time doesn’t do much to overcome the lack of fire power, and the 5V is a novelty at best.

At a “heavy-for-a-light” 35 tons, with high speed, jump jets, and plenty of weapon options, the Jenner is a formidable machine. Before the addition of ECM, it was not only king of the light mechs, but considered one of the best mechs in the entire game. But the lack of any ECM capable variant has tarnished this mech’s shine a bit, with most players opting for Raven to fill the role the Jenner once held. But ECM or no, the Jenner is still a very capable skirmisher, and with jump jets to give it extra turning and mobility, it is a deadly weapon in the hands of an expert. And with changes that allow BAP to counter ECM, the has started to make a bit of a resurgence.

With weapon options aplenty, the JR7-D is the fighter jet of Battlemechs. This Jenner is able to field 2xSRM4 or 2xSSRM2, four lasers, and equip jump jets, all while moving at extreme speeds. It all adds up to an excellent skirmisher, able to attack from any angle, hit hard, then turn sharp and escape to do it again. The mix of energy and missiles works well together, and though landing SRMs while running at 150+KPH can be tricky, pilots that master it can really excel in this mech. In a light on light matchup, the RVN-3L and COM-2D are the only mechs that can rain on the 7-Ds parade, though a build that utilizes BAP can give even those mechs a solid fight.

This variant drops missiles completely and puts 3 energy hard points on each “arm”. With the ability to easily focus fire 6 lasers, the JR7-F can put out respectable damage while maintaining the speed and jump jets of the other variants. Unfortunately, heat management is almost always an issue with this mech, and on hot maps your heat warning will go off constantly in combat. The variant is also limited to a single module slot, which is starting to become a real hindrance as modules become more varied and useful. The JR7-F is definitely a capable mech but it takes a fine tuned build and a good deal of skill to really make it reach its potential. But once a pilot does have the right skill level, the JR7-F becomes a top tier mech in their hands.

Take the JR7-D, remove a missile hard point, add a 3rd module slot, and bam, you have the JR7-K. If that sounds like a good trade to you, then you must know something about modules that I don’t. This is one of those cases where the mech gets a bad rating not because its performance is awful, but because it’s clearly inferior to another option. If you buy the JR7-K in order the master the Jenners, it certainly won’t be painful to drive, but I doubt many players will want to keep it around for good.

With long legs and a beak-like cockpit, the Raven certainly looks like its avian namesake. Performance wise, the variants of this mech are a mixed bag. It has one variant most consider to be the best light in the game, and another that is one of the worst. The different models are quite dissimilar, so it’s hard to give a general overview of the Raven chassis. Have a look at the specific review for each variant and you will see what I mean.

This variant is almost a good light mech, but everybody knows almost doesn’t count. Though it has enough weapon hard points to field some decent firepower, the 2X is hindered by its low max engine size, which keeps it top speed to a relatively low 125KPH. The fact that it is one of the slowest light mechs is not offset by any useful feature, so you end up with a mech that pales when compared to its 3L brother or any of the Jenners. Speed is life for a light mech, and this variant does not have enough of it to be competitive.

This is the cream of the crop and the king of the hill when it comes to light class mechs. No other mech has inspired more rants on the MWO forums. And that is because no other mech can move at 150KPH toting a healthy assortment of lasers and missiles, all while shielded by ECM. The simple fact is that in light on light fighting, having both streak missiles and ECM is a big advantage, and the RVN-3L and COM-2D are the only lights that can do carry both. But the 3L has a full 10 ton advantage over the Commando and usually wins that matchup as well. The 3L is by far the most popular current light mech variant, and is seen extensively from PUG matches all the way up to competitive 8 man play. Recent changes to the Raven’***** box and a change to SSRM missile damage has taken the 3L down a peg, but it was 4 pegs higher than other lights to begin with, so it is still a powerhouse. BAP changes have given other light mechs more of a fighting chance against the 3L, but it still holds the advantage. Well rounded, capable, and with an edge in pretty much any light on light situation, the RVN-3L holds the crown as king of the light mechs.

Like the 2X, the 4X variant has a gimped top speed. But it tries to make up for it by adding 5 jump jets, making it the only Raven that can actually fly. Unfortunately, it trades two of the 2X’s energy hard points for useless ballistic hard points. You will occasionally find some hapless 4X pilot moving at Assault mech speed, dragging an auto cannon behind him, in a futile attempt to actually do damage with a ballistic weapon. Jump jets do little to make up for the poor hard points and low speed, and this variant will leave pilots saying “nevermore”.

In MechWarrior Online, medium mechs are the jack of all trades. They can be found in every role, from a scouting Cicada to a brawling Centration, to a LRM slinging Trebuchet. Most medium mechs have typical speeds of 80 to 100 KPH, robust weapon hard points, and a noticeably more armor than the light mechs. And those respectable speeds can be managed by standard engines too, making many mediums hardy brawlers, capable of using all their components to soak up damage. But in MWO, the title of “well rounded” is not always a blessing. Medium mechs just lack the tonnage to run the extreme load outs that the heavy and assault mechs can dominate with. For many situations, some argue that anything a medium can do, a heavy can do better. But detractors aside, medium mechs have time and again proven capable of performance beyond their tonnage. They are an especially good choice for newer pilots, since they are very affordable to buy and load out, and don’t require the same level of skill that light mechs often do.

~~~~~~~~~~~~~~~~Cicada (40 ton)

Spoiler

Cicada (40 ton)
Pros: Fastest Medium Mech. Good weapon options. ECM variant.
Cons: Has lower armor and tonnage than other mediums which can be limiting.

The Cicada is a light mech posing as a medium. With a potential top speed that rivals its smaller cousins, and enough tonnage to run a respectable weapon load out, this mech is a top tier skirmisher. It plays very much like a Jenner without jump jets. The mech focuses mostly on energy weapons, but the Hero X-5 sports a few missile points, and two variants have ballistic points as well, so you can find Cicada’s running all sorts of weapon combinations. At a full 10 tons lighter than the rest of the Medium mechs, the Cicada is fairly fragile for its weight class, and depends greatly on speed and mobility to stay alive.

With 6 energy hard points, the 2A has plenty of pew pew potential. All the energy weapon points are in the center and side toros. While this limits the firing angles of the weapons, it also means all the firepower is easy to focus, and you can save some weight by reducing armor on the arms. With the ability to run a hearty energy weapon load out while maintaining very high speeds, the 2A is one of the best skirmishers in the game.

The 2B variant is similar to the 2A, but moves the side torso energy points to the arms, and only has on energy point on center torso instead of two. This means that compared to the 2A, it has one fewer energy hard point in exchange for some arm mounted hard points. This makes the 2B inferior to the 2A in almost all circumstances. Unless you just can’t live without the extra 30 degrees of vertical aim movement that the weapon arm mounts give you, the 2B is a definite pass.

Here is the thing; machine guns suck. It is becoming apparent that they will likely always suck. And since machine guns are the only thing you can realistically use 4 ballistic slots for on a mech of this size, the CDA-3C variant in turn sucks. While there is enough tonnage to squeak out useable builds around a single, larger ballistic weapon, if you are going that rout the 3M variant is superior. The 3C is unique in all the wrong ways, and is one of the current worst mechs available.

As the only medium mech to carry ECM, and with a serviceable array of weapon hard points, the 3M is a very solid variant. While ballistic weapons may not be the best options for fast moving mechs like the 3M, the additional four energy hard points still give plenty of load out options. With the ability to bring ECM coverage and decent firepower to the battle, but lacking the missile hard points so vital in light mech dogfighting, the 3M is a very team oriented mech. Don’t buy the 3M expecting to dominate light mechs just because you are a little bigger. But if you enjoy the ability to skirmish while bringing ECM to the table, this variant is a great option.

The Hero mech X-5 is basically a JR7-D that trades the jump jets for a little extra tonnage and armor. As the only Cicada to have missile mounts, it is the best of the bunch for hunting light mechs. The spread out energy hard points can make high speed weapon convergence a little unwieldy, and even with similar top speed it will never been as nimble as the jump jetting Jenner it emulates. But with good weapon options and no big downside, the X-5 is definitely a top tier skirmisher.

With high arms missing the lower actuator, this medium mech is the spitting image of his big brother the Jaggermech. But unlike its 65 ton relative, the Blackjack is not exactly a powerhouse. Though it has weapon hard points aplenty, the low weight of this medium prevents it from any truly high damage load outs. And unlike the even lighter Cicada, the Blackjack does not have a lot of extra speed to make up for the low tonnage. Several models do have jump jets however, and the increased mobility is welcome. But with low armor and vulnerable side torsos, a Blackjack caught in the crosshairs of the enemy won’t last long; making it a below average skirmisher. Because of this it does best in a direct fire support role. But overall, the Blackjack is in a very unfortunate position on the mech food chain. It’s to slow to keep up with light mechs, and to light to compare to the more robust 50 ton mechs in firepower or armor. Try as I may, I can’t think of a situation where the Blackjack is not an inferior option compared to the other medium mechs.

The BJ-1 variant is a 1DC that trades two energy hard points for four jump jets. For a 45 ton mech that is going to have a hard time using a large ballistic load out, jump jets are not that useful. Jumping into the air to plink out a few AC/2 rounds is not exactly intimidating. However the variant does turn out to have enough tonnage to squeak a jumping AC/20 build, which is decidedly more intimidating. Because of this the BJ-1 is a serviceable skirmisher.

The BJ-1DC variant makes a little more sense over the similar BJ-1, if you are planning on fire support more than skirmishing. That said, it is still a tricky mech to work with. There are very few ballistic loud outs that fit on a 45 ton mech. It can run the always underwhelming twin AC/2 build with some backup lasers, or drop the energy weapons and squeeze on some AC/5s. Another option is to run a single, larger cannon. All of these builds are workable, but none of them are going to leave you feeling like you found a great load out. If you want the cheapest, fastest mech that can effectively run two small auto cannons, the 1DC fits the bill; just don’t expect the performance to match the larger medium mechs.

Sporting more energy hard points than any mech other than the HBK-4P and having the most speed of any Blackjack, the BJ-1X is a very interesting variant. But interesting does not always mean effective. While having the ability to run unique load outs is well and good, the only way you are going to run 8 energy weapons is if they are close range. And if you move to close range with the enemy while in a Blackjack, you usually explode shortly thereafter. In most cases you just can’t effectively utilize all 8 energy hard points, so the BJ-3 is a superior option since it adds jump jets to the mix. While a 40 damage medium laser Alpha is tempting, even 115KPH is not enough speed to keep your Blackjack alive for long in close range combat.

The BJ-3 is what I consider the most well rounded of the Blackjacks. It has a healthy and useable number of energy hard points, and can fit four jump jets so it can almost skirmish effectively. Like all Blackjacks, you run into the problem of survivability when you get too close to the enemy, but the jump jets really help a lot in that department. You can also effectively run a pair of PPCs for jump sniping action. There are plenty of workable options, but again even this variant can’t overcome the general weight and armor deficiencies of the chassis. The BJ-3 is like a Cicada that trades speed for jump jets, which it turns out, is not a great trade.

The Centurion is a venerable favorite among medium mech pilots. It has a diverse array of weapon hard points and a very functional design that uses the left arm as a weaponless “shield” for added survivability. It is a fun chassis to invest in because not only are all the variants fairly unique, unlike the other 50 ton chassis, none of them out right suck. Want fit a bunch of SRM6s? There is a variant for that. Want to run big energy weapons? There is a variant for that. Want to use a ridiculously large engine? There is a variant for that. Why there is even a variant that mounts an AC/20 on its arm while simultaneously giving you unlimited openings for off color jokes. Want a mech that can keep fighting after losing both arms and both side torsos? They can all do that! It’s no wonder the Centurion is such a well regarded mech. It does require good skill in torso twisting to get the most out of it, so while it works well for novices, it really shines in the hands of an expert pilot.

18 short range missiles to the face; that is the calling card of the CN9-A. Used at even the highest levels of play, the CN9-A is regarded as one of the best medium mechs in the game, largely because it is the only medium mech that can spew out 18 SRMS in a single salvo. There is a lot of value to having 3 missile hard points on a medium mech, and combined the general durability of the chassis, this variant has a lot of effective build options. It can be outfitted with a larger engine and used as a striker, or a smaller engine to give it plenty of firepower to be a brawler. It is also the mech that is least vulnerable to the loss of its right arm, which is a concern for all Centurion pilots. The CN9-A has a lot going for it and is one of the premier mediums available.

If you like energy weapons this is the Centurion for you. As the only variant without a ballistic right arm, it has two energy hard points there instead. This makes it a prime mount of PPCs, or a nice array of medium or large lasers. It also means that to get good fire power requires a hot build, which can be a detriment for a medium speed brawler. Because of this the AL can do better in a fire support role, where they have the ability to disengage if heat becomes a problem. While it does not have any capabilities that put it at the top of the heap, the AL is still a solid mech.

Do you want to go fast? Do you hate that stupid stilt legged Cicada, but still want to drive a medium mech and go crazy fast? You are in luck! Now, while you are running your CN9-D around at Mach 3 with your 6 million C-Bill XL engine blaring, you won’t really have much room left for little niceties like weapons, heat sinks, or viability. But who needs that when you are a race mech driver? Still, while I consider the D variant to have inferior hard points to the A variant, some people do like the speed potential, and it is still a very serviceable mech overall.

Does your Wang Yen Lo? Does it wobble to and fro? This Hero mech may be the most humorously named of the Centurions, but on the surface, it also appears to be the worst variant. It basically looks like a CN9-D with a lower speed and no missiles. But it is also one of the only mechs in the game that can mount an AC/20 or two UAC/5s on its arm, thanks to a missing lower actuator. This means the Wang has the ability to bring some serious firepower into a brawling or direct fire support role. But that big right arm also makes an easy target for enemy mechs, and if it gets blow off almost all your firepower goes with it. Because of this significant weakness, the Wang takes a good bit of skill to do well with, as you have to constantly protect your vulnerable arm and manage often limited ammo. It may be better than it looks on paper, but the Yen Lo Wang is rarely an impressive mech even in the most skilled hands.

The aptly named Hunchback can run some of the highest firepower builds around for a medium. AC20, Dual LRM15, 3x Large Laser, and 9x medium lasers are all builds potentially seen on a Hunchback. But except in the 4SP variant, the high weapon capacity is largely carried in the mechs oversized “hunch” right torso, which means that the enemy is always aiming there, and once that right torso is gone the mech has almost no firepower left. Because of this, though many play the Hunchback as a brawler, I find it works best as a direct fire support mech, staying just back from the front line and bringing its heavy firepower to bear with less risk of a de-hunching.

The 4G is the iconic Hunchback variant, with a giant AC/20 sitting on its shoulder. But when compared to the 4H variant, the 4G has two extra, mostly useless ballistic hard points instead of energy. Since at this tonnage it’s hard to make use of more than one ballistic weapon, the 4G is generally inferior to the 4H. Unless you have a specific build in mind that needs the ballistic points, go with the 4H over the 4G.

If you want a big cannon with room for some backup weapons, the 4H is a good choice. It has the ability to run the classic AC/20 build, but can also run a smaller ballistic weapon backed up by up to 5 energy weapons. It can work fairly well as a skirmisher or direct fire support mech, but like all the variants with hunches, in a brawl it can quickly lose its side torso and 84% of its weapon hard points along with it. It’s not a bad mech, but there are a lot of better options for the roles the 4H can play.

The Hunchback 4J is an interesting mech. It is the only medium mech to have two full 20 tube missile hard points. It also has an impressive six energy hard points. But despite impressive looking hard points on paper, the 4J is a little used variant. There is just nothing it does that a similarly priced alternative does not do better. Trebuchets make better LRM platforms. And since running two LRM20s on a 50 ton mech is not generally feasible, the extra missile tubes are more or less useless. And if you are going to use the missile mounts for SRMs or SSRMs, the Hunchback 4SP is clearly superior. As with many of the Hunchback variants, the 4J is not bad, other mediums are just better.

The “P” in HBK-4P stands for “Pew Pew”. This variant can mount more energy weapons that any other mech in the game. A 4P with 9 medium lasers can definitely melt anyone’s face. Of course with great pew pew comes great heat, and realistically it is difficult to run 9 energy weapons on a 50 ton mech and actually fire them all more than once a minute. In the past, small laser builds were popular, but the modern Hunchback can’t quite run fast enough to use such sort range weapons. Since medium mechs can generally only run 4-6 energy weapons while maintaining good heat management, the 4P is relegated to the “good but not best” category. Players at very high skill levels can still push the 4P to greatness, but for mere mortals driving a 4P is often like flying to close to the sun. Still, though it may not be the most practical mech, there is undeniable fun in firing a Death Star like array of lasers.

“Why G when you can SP?” You could ask the same of any hunchback variant when compared to the HBK-4SP. This is the “hunchless” Hunchback, which trades the giant, weapon concentrating hunch of the other variants for a slim 6 tube missile launcher on each shoulder. It also spreads the hard point love around, with two energy hard points on each arm and one on the head. This effectively does away with all the downsides of the other variants. The result is a mech that can hold a lot weapons, has no single vulnerable point, and can maintain over 50% of its firepower even after losing an entire side torso. It’s no surprise this mech is a pilot favorite, and often recommended to new players. Mobility, firepower, and durability all add up to make this mech not only one of the best mediums, but one of the best mechs overall in the game.

The Trebuchet has little in common with its 50 ton brothers. Its large profile and easy to target sections mean it is ill suited for a front line role. And while it can carry a fair number of weapons, it is unable to run many of the high damage builds the other 50 tonners can. But it still has some tricks that make it a worth while option. For one thing, it has two jump jet capable variant, making it the only 50 ton mech that fly; a capability many use to play as a jump sniper. It also has speed, with all the variants capable of doing over 100 kph. In several variants, that mobility combines with twin 15 tube missile launchers to make a chassis that excels at the LRM support role. For someone who wants a mobile mech able to project firepower from the fringes of combat, the Trebuchet is a good option.

The 3C variant is nearly identical to the 5N, but can mount up to a massive 390 engine for a huge potential top speed. It has a solid hard point lay out of twin 15 tube missile points and 4 energy hard points for backup, though one of those energy points in awkwardly situated on the center torso. The 3C can do well in many roles, but it lacks torso twist when compared to the 5N, and unless you specifically want the larger engine capacity, I feel the 5N is a superior choice.

With the TBT-5N, we find one of the rare instances where the “quirk” of extra torso twist is a real game changer. The variant at first looks like a 3C with a gimped engine. But the Trebuchet’s huge size makes it a poor skirmisher, and the difference between 100 KPH and 130 KPH may be critical for a skirmisher, but it is less important for a medium to long range support mech. And ranged support is really where the 5N shines. With 115 degrees of lateral torso twist and another 15 degrees on the arms, the 5N is an excellent mobile LRM platform. It has the ability to run twin LRM15s, plus Artemis, plus tag, plus backup lasers, all while moving at around near 100 KPH. Combined with extra torso twist, this lets the 5N rain LRMs at a foe while running a fair angle away from them. Because of this, I have found the TBT-5N to be the best mobile LRM mech in the game, and a deadly machine in the right hands.

One of the two jump capable Trebuchets, the 5J is often used as a laser brawler/skirmisher, and a jump jet sniper. But in either of those cases, the 7M is a better option. That’s because, to use all 5 of the energy hard points on the 5J, you are limited to shorter range weapons. But being close to the enemy is a bad idea for any Trebuchet. And if you don’t use at least 4 of those energy points in your build, then you can do the same thing with the 7M without giving up missile hard points. It’s the same story with jump sniping builds. You won’t be using more than 3PPCs on any build, so you may as well get the 7M to have even more options. For the 5J, the abundance of energy hard points gives you unique options, but none of those options are a good choice on the Trebuchet.

The 7K has one of the most unusual hard point combinations in the game. The energy and ballistic hard points are somewhat workable, but the mech has a highly unusual pair of missile hard points on the right arm, which only has 2 missile tubes, severely limiting their potential. While the ballistic torso can fit an AC/20, the Trebuchet is a terrible mech to be closing into close range combat with. Like the 5J, this variant gives the Trebuchet some unique options, all of which are terrible.

Like the 5J, the TBT-7M can fit up to 5 jump jets. When outfitted with PPCs, it makes a respectable jumping sniper. And if you want to jump onto a building for a good LRM vantage point, it has the missile hard points to make that possible to. But while some were initially excited about running 3xSRM6 brawler builds, the 7M unfortunately has only a 1 missile tube hard point as its third launcher. But even with the mostly useless 3rd launcher, it is still one of the few jump capable, LRM friendly mechs, and that gives it a niche all its own.

When you drop into a match with a heavy mech for the first time, you can’t help but think “Sh** just got real”. Compared to light and medium mechs, the heavy mech class is the first one with enough tonnage to bring major firepower to the fight. Though slower than mediums, they still retain enough speed to feel somewhat mobile, with typical speeds ranging from 65 to 80 KPH. But the higher tonnage and ample hard points let them field massive weapon load outs such as dual AC/20, triple PPC, and 6xSRM6. This makes standing in front of a heavy a bad idea, and even Assault mechs need to treat them with respect. Buying and equipping heavy mechs is fairly expensive, but they are capable of some of the most competitive builds in the game.

The Dragon is a cool mech. It looks mean, it has big old gun for a right hand, and a laser claw for a left hand, and is the only mech in the game with two hero variants. Why then, is it such an uncommon sight on the battlefield? The Dragon’s problems as a mech are two-fold. First, it suffers from the “lightest mech in its class” syndrome. At 60 tons, with good speed but only moderate weapon capability, it feels much more like a medium mech than a heavy. Second, it has a massive center torso that juts out in front of the cockpit. Not only does this make the Dragon vulnerable to being quickly cored in combat, the large “nose” obstructs the pilots view quite a bit, making aiming down hill a challenge. But when played with the mindset of a medium mech, that it can still be surprisingly viable. As long as the pilot can stay out of brawls, the Dragon can be a very effective and enjoyable mech.

This Dragon variant has the same hard points as the hero Flame variant, but with the ballistic mount in the classic right arm position. It has plenty of load out options, and forgoes the extra ballistic mounts of the N variants for more useful energy mounts. Because of this, I feel it is the strongest of the non-hero Dragons, and is well suited for the fast skirmish builds the Dragon chassis excels at.

The 1N variant has a very balanced weapon layout, with two hard points of each type. But compared to the 1C, the trade of two energy hard points for one missile and one ballistic is not all that useful. That’s because both missile mounts are on the center torso, limiting them to single critical slot weapons, and the extra ballistic mount is difficult to utilize without reducing the Dragon’s most vital asset, speed. The 1N can still run perfectly effective builds, and is a good choice if you think you may want to play with dual ballistic.

The 5N variant cuts the Dragon’s energy and missile capacity to a minimum in exchange for three right arm ballistic slots. This is an awful trade, and there is nothing very useful you can use the three ballistic slots for. Machine guns are useless and triple AC/2s are very underwhelming. Trying to run anything more than that requires cutting to much speed to be viable in a Dragon. With such limited build options, the 5N is the worst Dragon variant and a poor mech overall.

The Fang hero mech is a DRG-1N that trades one of missile hard points for a slightly more useful energy hard point. But while the hard points are slightly superior to the 1N, the Fang does not really have any compelling build options that you can pull off with a 1N, so you don’t really get anything unique from the MC only mech. Still, just like the 1N, the Fang can run some very viable builds, and if MC is no object, the Fang is a superior option to the similar 1N variant.

A “twin” to the Fang hero mech; the Flame hero variant is actually the most unique, and impressive of the Dragons. The single ballistic hard point on mounted on the left torso instead of the normal right arm location, and each arm has two energy hard points. This means that unlike the other Dragons, the Flame can mount an AC/20. The arm mounted energy hard points are also useful, since it makings landing shots with energy weapons while moving at high speeds a lot easier. These key features give the Flame some interesting build options, and since it can also run almost all the builds typical Dragon’s run, there is not much it can’t do. With the Flame, Dragon chassis’ speed combines with excellent hard points to make one of the best skirmisher mechs around.

When the Quickdraw was added to the game, it was almost immediately written off as garbage by a large majority of players. The Quickdraw's problem is summed up with two simple words, "too big". As a 60 ton "light heavy", players expected something about the size of a Dragon, but instead got something almost as large as a highlander. Because the large, square torso is such an easy target, many pilots consider it a walking coffin. But for those who ignore the forum chatter and give it a fair shake, the Quickdraw can be a surprisingly potent mech. Since it sports energy and missile weapons (which are light compared to ballistics), it can run a full weapon loud-out and still fit a large XL engine for high speeds. And while the Dragon has the same speed potential, jump jets really are a game changer for the Quickdraw. At 90+ KPH plus jump jets, this is the heaviest mech in the game that still has impressive mobility. Though the large size keeps this mech from being new player friendly, pilots with enough skill will find it to be an exceptional skirmisher. The hit and run play style is not for everyone and jump jet use practically mandatory, but make no mistake, the Quickdraw is far better than most would have you believe.

With 6 energy and 1 missile hard-point as well as jump jets, the 5K is looked at by many as an over-sized and slow Jenner. After all, a Jenner can run a very similar weapon load-out, and do it quite a bit faster all while having a smaller profile and maintaining jump jets. But in practice the 5K is much more than just a slow Jenner. Since energy weapons are light, you can pack a full 6 medium lasers or pulse lasers and still have room for lots of heat sinks and a big engine. Additionally, while the Quickdraw is far from rugged, it is still a heavy, and packs enough armor to shrug off hits that would cripple other skirmishers. When played as a mid range skirmisher, the 5K can land volley after volley of laser fire while avoiding most return damage. Other players tend to underestimate the danger of a Quickdraw as well, and I have had many matches where my meager 6 medium lasers have won my Quickdraw top damage for the match. It's no beginners mech, but it does not take a pro to get some great performance out of the 5K.

The weapon options on the 4H are respectable. It has plenty of tonnage to fit substantial firepower, using SRMS for punch or SSRMs for small mech hunting. There is a problem with using SRMS on the Quickdraw though, because landing SRM vollies tends to require fairly close range combat. And as you get closer to the the enemy, your hard to miss Quickdraw quickly becomes an impossible to miss Broadsideofabarn-draw. This is what leads to label of un-viability many ascribe to the Quickdraw. While the mixed energy/missile load-outs are still doable, the skill required to pull it is fairly high, and for the average player the 4H is unlikely to be a great performer.

The 4G trades one of the missile hard-points from the 4H for slightly increased torso and arm rotation range, and two additional jump jets (7 total). This gives you a negligible increase in mobility for a slightly noticeable decrease in weapon payload. Being stuck between the 5K and 4H in terms of weapon potential is not a great place to be, and it's hard to find any reason to ever go with the 4G over the alternatives. I don't think the pros outweigh the cons many situations, leaving the 4G on the bottom of the pile when it comes to Quickdraws.

The Catapult is one of the most capable and popular BattleMechs in MechWarrior Online. With four very viable variants, and some unique load out options, this heavy mech great for new players and veterans alike. Traditionally a LRM platform, in game it can be found in a variety of roles. From the missile boating A1 to the ballistic bound K2, there is a Catapult variant to fit almost any play style. The hard to hit side torsos make it very XL engine friendly, and three of the four variants can mount Jump Jets, so it is surprisingly mobile for a heavy mech. The hidden side torsos do leave the center torso more vulnerable however, and the cockpit of the Catapult is the largest around, making it vulnerable to MWO’s equivalent of a “headshot”. But with deadly builds like the 6 x SRM6 A1, or the dual gauss K2, sooner or later every MechWarrior should add a Catapult to their Mechbay.

The Catapult A1 is an unruly beast of a mech. With more missiles hard points than any other mech in the game, and the ability to fire an unholy 36 SRMs at once, this is one of the last mechs you want sneaking up behind you. But as an XL friendly mech with jump jet capability, it can be surprisingly good at doing just that. The A1 can do more than boat SRMs for a huge alpha strike too. Fitted with 6 SSRM2s, it is the worst nightmare of any light mech, and easily the best light counter in the game. But it’s not all roses for this variant. While quite dominating in lower skill level play, the viability the A1 starts to wane as player skill increases. There are two primary for this. First, skilled players will focus fire the arms of the A1, disarming it much faster than most mechs. Second, the A1 has to get into close range to be effective, and players with better situational awareness and less likely to let this happen. But though its dominance may not reach into the higher tiers of play, the CPLT-A1 is a powerful mech with unique abilities that can’t be ignored.

With twin 15 tube missile launchers and four energy hard points, this Catapult variant is one of the most balanced LRM platforms in the game. A pair of LRM15 or LRM20 is the optimal LRM load out for a heavy, and the C1 can pair them well with jump jets and backup energy weapons. But because it has a full four energy hard points, and two of them are in the side torsos, the C1 can do more than just run LRMs. PPC builds and brawling builds are also quite effective. The only downside of the C1 is the lack of a heavy “boat” build, causing some players to spurn it. However, though versatility is not always a virtue for a mech, it proves to be one on this variant, making it one of the most well rounded heavy mechs and a great one to have in your collection.

The C4 trades two energy hard points from the C1 for two more missile hard points, and an upgrade to 20 tube launchers. On the surface this seems like a good deal. But the remaining two energy hard points are located on the center torso, severely limiting your load out options. And four missiles hard points is nice, but there are no practical LRM builds that the C1 can’t run just as well. If the C4’s energy points were on the side torsos it would be a fantastic variant, but in the current configuration, it’s just a decent one.

The Catapult K2 is something of a legend in MechWarrior Online. It has been around since the closed beta and is directly responsible for some of the balance changes the game has gone through. This is because it is the first mech capable of running the deadly dual Gauss, and dual AC/20 builds. Because the two ballistic hard points are in the side torsos, the K2 has room to fit two of the massive Guass and AC/20 weapons, where most other mechs can only fit one. Better yet, the chassis works well with XL engines, freeing up the tonnage needed to run Gauss and move at a reasonable speed. The K2’s dominace has been diminished somewhat but changes to Guass health, the addition of other chassis such as the Jagermech, and the increased viability of PPCs. Such changes now see K2s often running a single Gauss or AC/20 paired with PPCs, which is proving quite effective. With capabilities second to none, even after so many changes impacting it, the K2 is still a top tier mech.

Other mechs in the game may know how to speak Dakka, but it is the Jagermech’s native language. It comes in three flavors; guns, more guns, and “holy hell that’s a lot of guns”. The Jagermech has giant cannons for arms. The lack of lower arm actuators mean the “arms” have no lateral range of motion. But it also means the Jagermech has 10 critical slots free on each arm, allowing it to arm mount the massive AC/20; something very few mechs can do. The Catapult K2 has been running dual AC/20 builds for ages, but with the Jagermech you can run dual AC/20s with an XL engine. This gives you much needed tonnage for important stuff like, say, ammo. But all ballistics work well on the Jagermech because the cannon arms sit very high on the mech, allowing it to shoot straight over low cover. In a Jager, if you can see it, you can shoot it. But for all it’s Dakka dominance, this chassis still has downsides. The large flat profile makes it fairly easy for the enemy to hit specific areas of your mech; a big disadvantage when running the aforementioned XL builds. And the Jagermech’s cockpit, while not particularly large, sits almost in the middle of your mech. This means you take a lot of shots to the face just from people aiming dead center on you. Overall, it’s a great fire support mech, but your mileage in close range combat will vary significantly with your skill level. But if you want to run dual AC/20s with an XL engine, the Jager is the only game in town.

This powerhouse variant is the best example of the Jagermech in all its glory. With two ballistic mounts on each arm, it can run all the great Jagermech load outs, such as 2xAC/20, 2xGauss, 3x/UAC5, etc. And it turns out that 4 is a bit of a magic number for AC/2s. 16 DPS makes short work of any heavy mech you catch at a standstill. Furthermore, with four energy hard points, it can also run plenty of lasers for backup, or mixed PPC builds. While the other variants can run some of the good Jager builds, only the S can run all of them. It is one of the best direct fire support mechs in the game, and a top tier heavy.

The DD is a temping variant. Its siren song is more ballistic hard points than any other mech. It tempts you; “put 6 AC/2s on me, you know you want to”. It teases you; “just remove a little more armor, it will be worth it…” But do not listen to its lies. It will always leave you wanting more. More ammo, more armor, more speed, more… not being overheated. The fact is that 5 AC/2s is barely viable, 6 AC/2’s is ridiculous, and no number of AC/2s is going to hold a candle to the much more viable, larger canon builds that the S and A variants can do. When using effective builds, the DD is going to play almost exactly like the S, and the S has more energy hard points, so is definitely the better option.

The JM6-A looks to have some great stats. Wow, I can have two ballistics AND four missile hard points? I can even have a couple of energy hard points to boot? Sign me up! This was the first Jagermech I bought, and after trying build after build, it just did not feel right. The problem is not the hard points, it’s how they mesh with the Jagermech’s role. With only 2 ballistic hard points, you are shut out from some of the great 3 and 4 ballistic weapon builds the JM6 can run. In exchange you get a bunch of missile hard points that can be used for LRM or SRM/SSRM. If you try LRMs, you don’t have sufficient tonnage left for decent ballistics, and end up with a LRM platform that is second rate compared to other heavy options. If you try SRMS, you have to move into a close range game that is dangerous for the Jagermech. SSRM2s do work fine for fending of light mechs, but that’s a lot of tonnage wasted when you are at range providing direct fire support. In the end, the JM6-A is not bad, it’s just a bit awkward and falls short of greatness.

The JM6-S is great because you get to put just the right amount of firepower up on those high mounted arms for direct fire domination. The Firebrand is great for the exact same reason. The only difference is the Firebrand trades a ballistic point on each arm for an energy point, making it perfect for mixed ballistic\ppc builds. For someone with ammo management issues, the Firebrand can be a great alternative to the JM6-S. The Firebrand also has a larger max engine size, but that is mostly a moot feature that will be ignored for the sake of higher firepower. A JM6-S by another name does indeed smell as sweet, and the Firebrand is an excellent alternative, or addition, to the JM6-S on your Jagermech lineup.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Cataphract (70 ton)

Spoiler

Cataphract (70 ton)
Pros: High firepower builds. Unique build options.
Cons: Massive and easy to hit. Arms are very low to ground and have trouble firing over even small hills.

As the heaviest of the heavies, the Cataphract brings major firepower with it into battle. Mixed builds of large ballistic and energy weapons are the hallmark of this mech. The chassis is somewhat hampered by the low slug arms that which make it hard to shoot over cover, and the big as a barn size which makes it easy to hit. But because of the high tonnage and plentiful weapon hard points, several Cataphract variants surmount these shortcomings and excel as heavy mechs. This is a mech for players who want major Alpha strikes, and are willing to sacrifice some, but not all, speed to get it. Cataphracts excel at direct fire support, where they can bring their weapons to bear with lower risk than close in fighting. But because of their limited speed, they are often stuck in brawls they can’t escape from, and can still hold their own thanks to good armor and huge arms that will absorb fire well when torso twisting.

This CTF-1X is a handsome lawyer whose brother is an even more handsome doctor. Sure, it’s 5 energy hard points in good locations and AC/20 capability from the ballistic slot makes it a very workable variant. But is a 5th energy hard point really that important when its brother, the CTD-3D, has 4 already, and a second ballistic slot, and jump jets? The answer is no, no a 5th energy hard point is really not that important. So tell your daughter to leave the CTF-1X for the CTF-3D, you won’t regret it.

The 2X trades some energy hard points for a pair of 4 tube missile mounts. Let’s review this mech in the form of a quiz. Question: What are 4 tube missile hard points good for? Answer: SRMs. Question: What is max range of SRMS? Answer: 270 meters. Question: Should you be trying to lug your Cataphract to within 270 meters of the enemy? Answer: Hell no! Bonus Question: How good is the CTF-2x variant? Answer: Eh, it’s not terrible, but it falls just short of good.

What has a 35 damage alpha, can fly, is part of a balanced breakfast? Why the original Pop-Tart, that’s what! Well, some of them may have a 30 or 40 point alpha, but the basic concept of the CTF-3D is easy to grasp. You take mech with jump jets that can load a bunch PPCs and/or Gauss Rifle, you hid behind cover, and then you popup and blow someone’s face off. There are other “Pop-Tart” mech’s now, but the 3D was the first. The variant has nice hard points to begin with and the addition of jump jets really increases its mobility and options. Far from a one trick pony, this mech has several effective load outs for standard play, and is a great investment for someone who wants to play with different play styles on a heavy mech.

The 4X was the first mech in the game with four ballistic hard points an enough tonnage to use them. Dreams of quad Dakka nirvana swept the community. But the dreams turned to nightmares as people tried to actually use the mech. To run a quad ballistic build that uses anything more than the unimpressive AC/2 requires you to either use an XL engine (suicide in this mech), or to run with severely limited ammo and armor. And because of the extremely low engine cap, every 4X you see is moving at a snail’s pace. On top of that, 90% of the firepower is limited to the massive arms, which can be shot off in about 10 seconds by anyone that chooses to. The end result is a slow, vulnerable, frustrating mech that gives up all variant’s strong points while compounding all the vulnerabilities.

The Ilya Muromets is the hero variant of the Cataphract, and has so far retained its status as the best hero mech. It has three ballistic hard points that are spread between both arms and the right torso. This makes it’s one of the only mechs that can run the deadly triple UAC/5 load out; and with a little more usable tonnage than the Jagermech, it can do it more successfully. It’s a lot of fun to blast 15 points of damage every 1.1 seconds, so it is no surprise the Ilya is a popular mech and pilot favorite.

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Assault Mechs (80 to 100 ton)
Very High Armor, High Firepower, Low Mobility.

The massive mechs of the Assault class are the battleships of MechWarrior Online. They are lumbering juggernauts loaded with massive weapons and weighed down by heavy armor. And much like battleships, they are slow to respond and take careful planning to steer. With typical speeds between 45 and 65 KPH, planning ahead is important with an Assault mech, because if it moves to the wrong spot, it’s going to take a long time to reposition. The unresponsive controls also leave them vulnerable to fast moving Light and Medium mechs, who can run circles around most Assaults. But woe to the enemy that lands in the crosshairs of an Assault mech. Builds like the 4xPPC 1xGauss Atlas, the 2xPPC 1xAC20 Highlander, and 6xLarge Laser Stalker, are all examples of how much shear firepower an Assault mech can field. And what they lack in speed, they partially make up for in armor. The Atlas, for example, can carry over 19 tons of armor, almost as much weight as an entire light mech! But all that firepower and armor are useless if the pilot can’t control the slow moving machine, so the Assault mechs are require a good bit of pilot proficiency to avoid becoming a sitting duck for enemy fast movers.

In the eyes of most pilots, the Awesome does not live up to its name. There is not one glaring problem with the chassis, but rather a confluence of smaller issues. The mech has a wide frame, and though it’s a full 20 tons lighter than an Atlas, is just about as easy to hit. The center torso in particular is quite exposed, and you can hit it from almost any angle. The arms are not much of a shield from side attacks, so it’s vulnerable to torso loss as well. Historically the Awesome is a PPC boating mech. But even in this role it has been eclipsed by the Stalker, which has a higher and more concentrated firing angle, and 5 extra tons of capacity. It’s a shame too, because several variants have very desirable hard points. Still, though it may not be used much in high end matches, many people still love to Awesome for its heavy energy and missile boating variants. It can be a lot of fun to pilot, but you will be hard pressed to find an Awesome doing something that other chassis can’t do better.

Few mechs can field as much energy powered destruction as the AWS-8Q can. While the energy hard point on the head is less than stellar, the other 6 hard points are in very useable side torso and right arm locations. This gives it the ability to mount up to six PPCs. The 8Q would have become a popular mech when changes made the PPC viable, if not for the Stalker. But because anything the 8Q can do, a Stalker can do better, it falls just short of greatness.

If you want the ability to push a button and launch a cloud of 60 LRMs in a single salvo, the 8R is the only mech for the job. Thanks to the two 15 tube missile launchers on each side torso, the 8R can mount four LRM15s, with Artemis, and an XL engine. This makes it one of the highest damage LRM platforms in the game. While Stalkers eclipse the Awesome in almost every other way, no Stalker variant can push 60 LRMs in one salvo. The 8R can also do impressive short range damage when fitted with some Large Pulse Lasers and 4xSRM6. The chassis itself may have decencies that keep it out of competitive play, but the AWS-8R has some undeniably effective load out options and is worth considering if you want to try out an Awesome.

The 8T gives up two of the missile launchers from the 8R in exchange for left arm energy hard points. With only two missile hard points, this variant can only run two LRMs, or two SRM, which is a pretty lack luster missile payload on an Assault Mech. Yes having four arm mounted energy weapons is nice. But if you are going to fight in close range the SRM capacity of the 8R is better. If you are going to fight at medium or long range the higher energy weapon capacity at the 8Q is better. And the Awesome is no ballerina in combat. If you can’t hit with your torso mounted weapons, your arm mounted ones are not going to save you. Thus, if you want some weird mixed energy/missile loadout, the 8V is better. The 8T is a niche mech, but other mech’s fill the niche better.

This variant is a weird mech, and only needed for weird mech builds. If you say “I want an Awesome with three PPCs and three SRM6s!” Uh OK, the 8V can do that. If you say “I want an Awesome with four Medium Pulse Lasers and three LRM15s!” Sure, the 8V can do that. If you say “I want an Awesome that can shoot three SSRM2s and two Medium Pulse Lasers, all from its torso!” Yeah the 8Vcan… Look if you actually say any of those things, you are weird, and should use whatever mech you want as long as you don’t say I told you to get it. You can still run some OK builds on this thing, just don’t expect it to give you any unique capabilities that are actually good.

The 9M has really terrible weapon hard points, but will let you run around with those terrible weapon hard points at the Assault Mech equivalent of mach 3. The only Assault mech faster than the 9M is the Pretty Baby, which also happens to be the only Awesome with more annoying hard points than the 9M. The idea of a fast Assault Mech, one that can bring its 15 tons of armor along on an outing with Medium Mechs, sounds pretty cool. But when you look at the hard points you will be left scratching you head on how to load the thing out. For starters, the three missile launchers are all 2 tube, which means no SRM6 fun for you. Second, two of the missile hard points share the center torso with two energy hard points, so you don’t get to use all the mech’s hard points at once. Finally, to actually get those nigh 80KPH plus speed and have weight left for weapons and armor requires the use of an XL engine, something that will further vulnerability to your already flailing attempts at close range combat. Some pilots swear the 9M’s speed is worth it, and more power to them if they can make it work. I won’t call it a bad mech, but that’s the best it will get from me.

The Pretty Baby cost’s a pretty penny, has pretty stupid hard points, and it a pretty annoying mech to drive in general. “Oh come on” you say “three energy and three missile hard points, those are not too bad.” They wouldn’t be, except that like all Awesomes, the PB has one of those energy hard points on its head. And to bad that two of those three missile launchers are four tube, so no LRMs for you. And did I mention that one of the “quirks” of the PB is a 50% cut to deceleration speed? Trust me, it is more annoying than it sounds. Yes the PB can theoretically do a best in class 89 KPH, but you think buying a 6.5 million C-Bill XL400 is going to save this mech, then email me, I have an UrbanMech I want to sell you. You can squeak workable builds out of the Pretty Baby, it’s still one of the ugliest hero mechs around in more than the paint job.

When the Stalker was introduced into the game, some players (including myself) were shocked at the weapon capacity. Five energy hard points AND five missile hard points? Nicknames like “Blimp of Death” were common, and it was hard to see how an Assault mech able to carry so much firepower would ever be balanced. Months later, the Stalker has proven that while it is indeed a massive force of destruction, it has vulnerabilities that keep it from being over powered. Chief among those vulnerabilities is it’s low speed at maneuverability. All but one of the Stalker variants has a tiny 60 degree range of torso twist, smaller than any other mech. This, combined with no lateral arm movement and the overall slow speed, makes the mech exceptionally vulnerable in close range combat. When you pilot a Stalker, trying to fight off an enemy at close range feels like a T-Rex trying to play Volleyball. Another check on the Stalkers power is from its shape. Head on, the Stalker does not present more of a target than other Assault mechs. But from the side, it is a giant target, and 80% of that target is side torso. Even from the front the side torso are extremely easy to hit. This means that XL engines, which are needed to run some of the most high firepower builds, make the mech extremely vulnerable. But for all its vulnerabilities, the mech enjoys great popularity, owed to the massive Large Laser, PPC, and LRM builds it can run.

The Stalker 3F variant is one of the most popular Assault mechs in the game. If you ever caught a glimpse of a Stalker on a distant hilltop, then immediately found yourself awash in PPC sparks and your center torso armor suddenly red, odds it was a STK-3F you saw. With 6 PPC capable energy hard points and a healthy 4 missile hard points, this mount massive firepower. It is often seen in 6PPC configurations, but more manageable Large Laser load outs are also popular. Whatever the energy load out is, the missile points are handy for SRM or SSRM backup. And even though those missile launchers have a limited number of tubes, the 3F can still push 60 LRMs in 2 waves, which lets this mech double as your big LRM platform if you so desire. The variant is almost identical to the 5S, but instead of having an extra AMS slot like the 5S, it gets an increased torso twist of 85 degrees, compared to the 5S’s 60 degrees. This may not seem like much, but most people consider the extra torso twist superior to the AMS, and give the edge to the 3F, naming it the best of the Stalkers.

Everything above about the 3F also applies to the 5S. Your choice is simple. Do you want the dual AMS capability of the 5S, or the increased torso twist of the 3F? Most people choose the latter. But it’s worth noting that some people buy the 5S because it comes with the very handy XL255 engine, which is useful in many mech builds. Of course that XL engine means it costs you 3 million more to buy the 5S over the 3F. Whatever you choose, the difference is minor, and like the 3F, the 5S is an excellent variant.

The STK-4N is one of three Stalkers that have 6 energy hard points. The other two also have 4 missile hard points, while the 4N only has 3. It gains no quirk or feature to make up for the missing hard point. I suspect that this variant will be changed or tweaked in the future to give it some sort of reason to exist, but right now it is completely inferior in every way to not one, but two other Stalkers. It is literally the last mech I would ever buy.

This variant is one of the best LRM platforms in the game. Twin 20 tube missile ports, and a pair of 6 tube, let it launch an impressive 50 LRMS in one salvo. And the high tonnage of the Stalker chassis lets this mech easily run those 50 LRM launchers with Artemis and plenty of ammo. Any Stalker variant can effectively run LRMs, but the 3H is the best one for fielding large, concentrated salvos. While the 3H is definitely a great mech, this is only when LRM builds are involved. If you plan on using the missile hard points for SRM or SSRMs, the 3F, 5S or even 5M, are better choices.

On paper the STK-5M looks clearly superior to the 3H. After all, it has the same weapon hard points as the 3H, plus an addition missile launcher and energy hard point. But that extra missile launcher is a single tube, and the energy hard point is center torso mounted. In exchange for those subpar hard points it turns the 3H’s 20 tube missile launchers into 10 tube. So if you want to run LRMs, the 3H is better. But what about other load outs? Well the 3F/5S have 6 (non-torso) energy hard points and 4 missile hard points. I’ll take a 6th energy weapon over a 1 tube missile launcher any day. The only thing the 5M can do better than other Stalkers is boat SSRM2s, and if that’s what you are planning on doing with your Stalker, good luck.

Misery is one of the most unique Hero mechs around. It’s a Stalker that only has one missile launcher, and tries to make up for it with a left torso ballistic hard point. This makes one of only two mechs in the game that can viably run four PPCs and a Gauss rifle at the same time. It can also run Large Pulse Lasers and an AC/20. The face melting potential is massive. But as stated before, the Stalker has some of the most vulnerable side torsos around. And the giant gun sticking out of one of them on the Misery is like a neon colored bull’s-eye. This makes the Misery kind of like a super slow Hunchback, with huge firepower stored in a vulnerable location that everyone will be gunning for. Yes the Misery can absolutely field huge firepower, but so can the 3F and 5S, and they can do it fewer downsides.

Since its introduction, the Highlander has become one of the most popular mechs around. This is owed largely to its premier “pop-tart” status. Since it can run a heavy direct fire load out and has jump jets, it has the ability to pop up from behind cover, fire a massive Alpha strike, and then fall to safety. The tactic has become so rampant that accuracy changes to firing while jumping are forthcoming. But even if pop-tarting is curtailed, the Highlander will likely remain a strong mech. While just as slow as an Atlas, the jump jets make it feel a lot more agile. Ample weapon hard points on all variants make it a versatile mech. It can run a health LRM load out, a powerful direct fire load out, a close range brawling load out, or even a mix of those. And if you forgo the jump jets altogether, it turns out 90 tons feels a heck of a lot like 100 tons, and you can run many Atlas-like builds. Solid all-around, with features that make it rise above its peers (pun intended), the Highlander is a strong contender in the super heavy weight bracket.

The 732 is the hardest hitting direct fire Highlander. It boasts the ability to fit three PPCs and a Gauss for a whopping 45 damage Alpha Strike. Add in the standard 3 jump jets and some backup missiles, and you have yourself a beast of a mech. Like most Highlanders, its right torso is its weakness; lose that and you lose most of your firepower. But the ballistic arm works well for a Gauss, since even if people take it out with a crit, you will hopefully still have your energy weapons intact. It does only have one 20 tube missile launcher, instead of the typical 2, so LRM don’t buy it if you want to run LRMs. But the mix of massive direct firepower and air time, without any glaring flaws, makes the HGN-732 variant popular even into the highest levels of play. It is a premier Assault mech with few equals.

If you want a Highlander to boat LRMs, or run them as part of a mixed build, the 733 is a good choice. With two 20 tube missile launchers, and two 6 tube, it can push an impressive 50 LRMs in a salvo. You can also utilize the missile mounts for SSRMs or SRMs to bolster brawling power. But the 733C is a superior brawler, the 732, 733P, and Heavy Metal are better at direct fire, and other Assault chassis are better for LRMs. So while the 733 is by no means bad, it’s not really the best mech for any specific job.

The 733C is missing the lower actuator on its two ballistic mount right arm. Savvy MechWarriors know that this is a very good thing. It gives the variant the ability to mount an AC/20 or two UAC/5s on it’s right arm. This gives the mech serious ballistic fire power. And with two energy and three missile hard points, it can run some high damage brawling load outs. It also gets an extra jump jet (4 total) for added mobility. It all comes together nicely, and though it takes a fair bit of skill to pilot, the HGN-733C can be one of the best brawlers in the game.

Remember that in MechWarrior Online, P stands for “pew pew”, and the 733P is no exception. This highlander trades in its ballistic arm for an energy one, running a total of four energy hard points split between right torso and arm. With the ability to fire up to 40 damage worth of energy weapons at once, while retaining a health 3 missile hard points, the 733P is another variant that sees a lot of usage in high level play. Good skill at heat management is required to effectively use all your energy weapons, so the 733P is not the most user friendly mech for newer players.

Just when you thought you could neuter a Highlander by taking out it’s right torso, in steps the Heavy Metal. This garish Hero Highlander moves the energy hard points typically found on the right torso to its left arm. Paired with the two ballistic mounts on the right arm, this makes the mech much less susceptible to side torso lost when compared to other Highlanders. It also gives it more precise aiming, with so much of its firepower on its arms. Additionally, it has a total of 5 jump jets adding even more mobility. The only thing that tarnishes the variant a bit is the useless left arm hand actuator, which limits the arm to 8 critical slots, preventing triple PPC builds. But it is still one of the best hero mechs, and even has the unique perk of rewarding your kills with a blast of music from its head mounted speakers. But if you buy one, do your team makes an re-paint it straight away.

Is bigger always better? No, but in MechWarrior Online, more tonnage is always a good thing. And the Atlas has the most of any mech, with an appropriately massive amount of armor too. Consider that to core a typical Atlas from the front requires up to 150 damage. Any mech that can take half a dozen AC/20 hits to the chest and keep fighting demands a certain level of respect. It may be slow, but when it lumbers your way you certainly can’t ignore it. With huge weapon capacity, and enough tonnage to run plenty of heat sinks and ammo, the Atlas has some of the most devastating Alpha Strikes around. And since every variant can run all three weapon types, it is a highly versatile platform as well. But when I said it was slow, I meant it. Piloting an Atlas is an exercise in strategic planning. And any new Atlas pilot will at some point experience the frustration of flailing around to get a shot at a Jenner that is picking you apart. But once you learn the intricacies of it, your Atlas will become a death machine. There will come the moment where you fire three Alpha Strikes, and three enemy mechs die. While some rightly point out that the weapon hard points on the Atlas are really not that amazing, and that other 100 ton mechs would likely be much better, for now it’s the only game in town. But remember, an Atlas can’t make a pilot good, but a good pilot can make an Atlas great.

This is the classic Atlas. It has energy weapons, it has ballistic weapons, it has missile weapons; and it also has a thick layer of dust covering it as it languishes in the first slot of thousands of mechbays. This is because the AS7-D was taken by many closed beta players as a “Founder” variant, but subsequently mothballed when they realized there are better Atlases out there. Make no mistake, the AS7-D is not bad. But the twin center torso energy slots just can’t compare to the extra missile hard point and ECM of the D-DC, or the all arm mounted energy slots of the RS. Still, as your 3rd Atlas it’s definitely a better choice than the AS7-K. While it may not be the most optimal Atlas, it’s still an Atlas, and can be a major presence in any battle.

Some say it’s an over power monstrosity that needs the nerf bat, and that it is the mechanical reincarnation of Aleksandr Kernesky; all we know is, it’s call the Atlas-D-DC, and it owns face. The biggest of the big and best of the best, with ECM and plenty of weapons, this Atlas variant is a pillar of competitive play and considered by many to be the best in the game. Is it really the second communing of Kernesky? No, but its slight advantages over the other 100 ton options still push it to the top of the heap. As the only mech past 40 tons that can mount ECM, it can tip the scales in a close battle. And the extra missile capacity is generally considered worth the loss of two energy hard points. But while this make be a top rated mech, don’t buy one thinking it will earn you easy victories. You still have to manage three types of weapons split between torsos and arms and deal with the turtle pace every Atlas has. But once you have the required skill, you are going to have some of your best games in the D-DC.

Take the Atlas-D, remove one ballistic and one missile hard point, and add a second AMS. That is the Atlas-K. It’s a bad variant, no two ways about it. You don’t need to buy it to master Atlases, it is absolutely inferior all the other variants, and it’s the most expensive mech in the game to boot. It is definitely at the bottom of my shopping list, and I wouldn’t buy it even if it came with an UrbanMech statue.

When you play in the AS7-RS and run four PPCs +Gauss, your left mouse button really starts to feel like an “iWin!” button. The RS is the only mech in the game that lets you fire off a pinpoint 55 damage Alpha Stike, twice, and not overheat. And it’s probably not hard to image what happens to the poor mech in front of you that takes 110 damage in the space of 4 seconds. My personal favorite load out uses 2ERPPC, 2PPC, and a Gauss for surprisingly manageable heat and massive range. But when your skill or discipline fails you, as it inevitably will at some point, your “iWin!” button turns into a “iSuck!” button, as you overheat and get blasted apart. And intense heat management is not the only caveat of the variant. Because Gauss is so fragile, and prone to explode when destroyed, once your right torso armor is gone, your mech’s entire right side will be gone soon after. This makes the RS’s dominance wane as the skill level of your opponents rise. But shortcomings aside, when you pull the trigger in an RS, whatever you are aiming at invariably explodes, and that alone makes it a great variant.

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Thanks for reading. All feedback is appreciated. If this thread gets enough likes I will keep it updated as new mechs come out and major balance changes happen. If not I will be very sad and question my self worth. I encourage discussion about how awesome/awful my reviews are, and will considering changing them if presented with convincing and logical arguments.

I like the effort that you put into this. I have a couple of comments to make on it, but overall you did a great job.

The first is minor spelling. Death Knell, not Death's Kneel.

The second is in your rating of the BJ-1 vs. BJ-1DC. The 1DC has a lot of trouble using all 6 energy spots, unless you use MGs or no ballistics. 4 energy weapons are bad enough on heat, let alone 6. In addition the added maneuverability of taking even 1JJ makes the BJ-1 better than the BJ-1DC in my opinion.

nice read..i dont agree with everything..but then again its mostly a matter of personal taste...still good post...

and if any of you new guys read this..remember its a review, not the word of God...what i mean is even though this is a good review dont hesitate to try things out for yourselves...you may find success in a mech other people dont..

Issue: JJ nerf has caused some of your recommends to really not *shine* anymore compared.

Highlanders are now not as good as Stalkers, imo, because of the *low* arm mount points. This was not an issue with highlanders and you just *popped up* to acquire a good firing solution so weapon mount points didn't matter. Also, with the JJ nerf, that means even when doing mainly ground / brawler work, the highlander is ground based and it's much easier to sheer off the left torso arm which pretty much makes then useless. Previously, even when brawling the highlander would bunny hop to make it harder to hit them, not the case anymore.

So, your probably going to have to re-adjust your scores every time the meta changes.

I like the effort that you put into this. I have a couple of comments to make on it, but overall you did a great job.

The first is minor spelling. Death Knell, not Death's Kneel.

The second is in your rating of the BJ-1 vs. BJ-1DC. The 1DC has a lot of trouble using all 6 energy spots, unless you use MGs or no ballistics. 4 energy weapons are bad enough on heat, let alone 6. In addition the added maneuverability of taking even 1JJ makes the BJ-1 better than the BJ-1DC in my opinion.

Thanks for the spot, I have corrected that misspelling. As for the BJ-1, I definitely see where you are coming from, and jump jets are usually pretty valuable compared to hard to use extra energy slots. But after playing with different load outs, I just could not find a good reason to use JJs on the BJ-1. Jump shooting AC/2s or AC/5s is a losing proposition, and if you are stuck in a turning battle any BJ is dead to 9 out of 10 mechs anyway. Yeah you can use them to get a good firing position, but making yourself visible on high in a BJ is asking for a PPC to the cockpit.

I was considering BJ-DC1 builds like this. Those medium lasers are not your primary damage, the AC/2s are. But when you are out of ammo or get rushed, you can push out 2-4 30 damage laser Alphas, which I think will save your butt more often than jump jets. You are totally right about how troublesome load outs are however, but I would be inclined to drop the BJ-1DC a star before raising the BJ-1.

NinetyProof, on 06 June 2013 - 10:52 AM, said:

Nice guide, mostly agree with your assessments.

Issue: JJ nerf has caused some of your recommends to really not *shine* anymore compared.

Highlanders are now not as good as Stalkers, imo, because of the *low* arm mount points. This was not an issue with highlanders and you just *popped up* to acquire a good firing solution so weapon mount points didn't matter. Also, with the JJ nerf, that means even when doing mainly ground / brawler work, the highlander is ground based and it's much easier to sheer off the left torso arm which pretty much makes then useless. Previously, even when brawling the highlander would bunny hop to make it harder to hit them, not the case anymore.

So, your probably going to have to re-adjust your scores every time the meta changes.

The JJ nerf definitely shook things up. I did change a few ratings, but I am not ready to count every JJ mech out yet. This is for two reasons. First, players can still JJ snipe on the way down, which does raise the skill requirement, but only time will tell by how much. Second, I feel in my gut the JJ changes are likely to be tweaked a bit. I am going to give it some time to shake out before making more changes to the ratings.

And I don't think Highlanders suddenly become inferior to Stalkers even if they are grounded. They still have 5 more tons, torso twist, and ballistic options. Stalkers have no room to talk about vulnerable torsos.

Adridos, on 06 June 2013 - 10:57 AM, said:

You have a typo there.

Thanks, I have corrected that. Still had the Yen-Lo-Wang in my head I think.

you can tell what your playstyle is and which mechs you don't pilot by reading that. im not sure comstar can approve your neutrality status for this report.

I am interested in the validity of that. Please tell me which mechs I don't pilot. I currently pilot 34% of the mechs reviewed. Tell me 10 mech's I don't pilot, and if you are right about more than 7 of them I will concede your point.

My unsolicited opinion: CDA-2B should have 2 stars. With Mlas x4 in the arms and a LLas in the CT for instance, it's a force to be reckoned with. It's niche is utilizing terrain elevation differences to its advantage, and on most maps it's totally feasible, but especially so on Alpine, Tourmoline, and Canyon Networks where sharp terrain or steep rises hinder mechs without generous arm movement. It has nearly the alpha of a 2A in this config, but longer reach assuming MLas boating on the 2A. I wrote it off for a while too, but recently found it's calling and it performs this feat admirably, which is positioning itself where it can fire without being fired on.

On Stalkers, I'd give the STK-5S a single star but the STK-5M I would give 3 stars to. The 5S has 2 AMS on it, and no other reason to choose it over the objectively superior 3F. However due to the hardpoint arrangement and how that works with the slots and translates to DHS capacity, the 5M does better brawler builds (MLas/SRM combos) and things like MLas x5 that have better heat management. since you can cram more DHS on it. Misery, 3F and 5M are the good ones, and the 5S and 5N take the backseat for all roles aside from dedicated missileboat.

edit: forgot to mention, EXCELLENT POST IS EXCELLENT! Thanks for taking the time to put this together.

Your rating of the 9M seems a little unfair. Given the Awesome's heat failings, its ability to mount the largest Engines of all Awesomes and the benefits in heat and speed make it an effective direct fire mech and give it a clear advantage over the 8Q. With its giant barn sized hitboxes the speed and distance game is the only thing that keeps the Awesome remotely viable, and the 9M plays into that very well.

The AS7-D deserves its 2 star rating. The D-DC can run 2 Ballistic builds better while loaded up with higher damage SRM's, while the AS7-D just can't compete.

The STK-4N is one of three Stalkers that have 6 energy hard points. The other two also have 4 missile hard points, while the 4N only has 3. It gains no quirk or feature to make up for the missing hard point. I suspect that this variant will be changed or tweaked in the future to give it some sort of reason to exist, but right now it is completely inferior in every way to not one, but two other Stalkers. It is literally the last mech I would ever buy.

The 4N can equip a command console. While this is worthless now, it might be a reason to want one in the future.

I am interested in the validity of that. Please tell me which mechs I don't pilot. I currently pilot 34% of the mechs reviewed. Tell me 10 mech's I don't pilot, and if you are right about more than 7 of them I will concede your point.

well the first part has an extremely valid point, your list is very biased, you said the atlas rs is amazing because it can put 55 dm in one spot but if its ballistic weapon gets destroyed your screwed and the catapult a1 unfortunately needs to get in close to be dangerous, you never say anything pertaining to their chassis specific strengths, such as the rs having the most firepower against opponents more then 80 degrees off center compared to other atlases (helping for brawling set-ups)

this list is based on the builds you use and doesn't take into account things like torso twist and having arms, viewing angle hard point location and other things that affect the chassis as a whole and not just how awesome your one build is, you could also talk about the pros and cons of having weapons in certain places, like rs energy weapons can be bigger and aimed better but are more easily lost while atlas d will have weapons until it dies (never mentioned most of that stuff, neither was the 2nd ballistic slot on the atlas D, you just said rs atlas is better with all energies in arms and ddc is uber awesome because extra missile slot and ecm, dont you think new players would like to know the fully detailed facts of each chassis and not a mildly detailed comparison between chassis based on a very narrow perspective?)
you can do better

The jumpjet change and SRM HSR has significantly boosted the 'brawl factor' in the HIghlander Classs... specifically the 733C is possibly the best brawler currently available even with an upgraded engine and max JJ. How does that weigh into your ratings?

Also, what the guy above me said: the Atlas RS is an easy takedown... blast away side torso. Suddenly it's a really bid Medium firepower wise. Atlas D is a zombie without equal.

These are my opinions and many will not agree... I didn't take other factors into account.

Welp. Much better than the original tier list. Going to read it more thoroughly soon.

So far still disagree with the Raven 4X in terms of 'useless ballistics'. 3 Jumpjets + AC/20 and it does things a lot of mechs can't do until the recent Blackjack. Closed beta it's greatest feature is Jump-droping on an Atlas's head and knocking him over to do a shot to the eye while it's helpless. Nowadays you jump over assaults, shoot them in the back, and jump over 'em again (so long as they're not packing 6 ER PPCs).

Then again most people associate Raven with harassment or scouting or anti-light activities. I associate the Raven 4x with toe to toe brawling against assaults at 86 kph and cunning. The 2x I associate with sniping.

Hope I get to see you when knockdowns come back; after seeing me out there I betcha the 4x will have two stars!

Sam Slade, on 06 June 2013 - 05:32 PM, said:

The jumpjet change and SRM HSR has significantly boosted the 'brawl factor' in the HIghlander Classs... specifically the 733C is possibly the best brawler currently available even with an upgraded engine and max JJ. How does that weigh into your ratings?

I agree. Personally I have two brawlanders. The 733P and the Heavy Metal; both are exceptionally good at what they do. I'll be getting the C soon.